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Messages - Todjaeger

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46
DFRPG / Evocation-based sleep spell cast in Combat
« on: August 14, 2012, 06:14:45 PM »
Hello, I'm looking into modelling an Evocation-based sleep spell which can be cast in combat.  What I'm trying to determine is whether or not such a spell is viable, of if it would be overall too difficult to be worthwhile (i.e. have your opponent fall asleep during a fight...).

The examples given of sleep spells in the RAW are Thaumaturgy.

What I was considering was using Spirit Evocations to inflict mental stress, but to get to the Taken Out result, all the Consequence boxes need to be filled. Also, the target's recovery time would be considerable if they opted to take all possible Consequences to avoid being put to sleep.

Does anyone have some alternate thoughts?

-Cheers

47
DFRPG / Re: Posters: The how's and why's of our gaming.
« on: May 01, 2012, 02:14:41 AM »
Okay, I'll give this a whirl, why not?

1. How did you start gaming?

I got started gaming (RPG's) as a little kid.  No idea when I started playing board games, but that would've been as a really little kid.

2. What system did you start with?

D&D Basic (Red Box - Frank Metzer ed.)

3. What systems have you played?

D&D Basic, D&D Expert, AD&D (1st & 2nd ed.) D&D 3.0, D&D 3.5, D&D 4e, Star Wars (D6/WEG ed.), Star Wars D20, Star Wars Saga ed, Marvel Super Heroes (TSR ed.) the Marvel RPG by Margaret Weis Productions (playtester), Runequest (I have one of the red hardcover copies...), Runequest 2nd ed. Rifts, Dungeon Crawl Classics, Savage Worlds, Gamma World (original & 4e versions),  Wheel of Time (D20 version), Spirit of the Century, MERP, Twilight 2000, Lord of the Rings (ICE & Decipher games editions), Battletech/Mechwarrior (1st, 2nd & 3rd editions) Star Trek (FASA, LUG & Decipher editions).  Various editions different White Wolf games,  Cyberpunk, Shadowrun, DFRPG (of course! and I was on the playtest) and there are at least three other games which I've forgotten the names of, nevermind any other games which I've forgotten that I've played over the years.

4. What system/s are your favorite?  Honestly, the DFRPG

5. Is this your first system?

Not by a long shot.

6. What caused you to try DFRPG?

I'm a big fan of the novels and I really like the setting.  Once I found out about the RPG being in development, I wanted in.

7. What is your preference in gaming group size?

It depends on the game, as well as what's going on, generally 4 - 6 players works best for me.

8. How open are you to gaming with people you don't know or hardly know?

I'm fairly open to it, since I enjoy running DFRPG convention games.

9. What is your best quality as a player?

No idea

10. What is your worst quality as a player?

Not sure, aside from some GM's hate it when I get creative.

11. What is you best quality as a GM?

I can be very creative as a GM.

12. What is your worst quality as a GM?

I can be very creative as a GM.

13. Importance of game balance 1 - 10 (1 being lowest 10 besing highest)

Hard to give a specific number, since what people consider 'balance' can be different

14. Importance of setting/canon of universe 1 - 10 (1 being lowest 10 besing highest)

Setting is a 10, very important as far as I'm concerned.  Whether or not that setting is 'canon' is going to depend a bit on the game and setting.  For my DFRPG campaign, I'm attempting to stick as closely as I can to canon, therefore no one can become another Knight of the Cross, or Summer of Winter Knight, Senior Council member, etc. 

15. Custom setting or established setting?

Depends on the game.  For the DFRPG, established setting.

16. Freedom or concept during character creation? (Powers = Tools?)

Not sure I understand the question.

17. Roll play or role play?  Something inbetween? ( Role playing skills vs dice for resolving things in game)

I don't particularly like roll-playing games, I much prefer running/playing role-playing games.

18. Other: anything notable to volunteer that could explain your view of gaming or your posts on here (obviously mood, upbringing and personality has an affect here, but lets not get too personal eh?)

Honestly, not sure.

-Cheers

48
DFRPG / Re: How would you model this?
« on: February 29, 2012, 03:32:29 PM »
What could it be (Specific):
- The ghost of an Archive. Ghosts are made up of memories. A dead Archive? Remembers a lot.
- A Spirit of Intellect sworn into service (by an ancestor?) in exchange for protection from certain... rivals. Of course, by now they've lost his trail. Right?
- Demons never give anything for free. Still, they give exactly what they promise. You made your deal without realizing it and now you have to make the best of it.
- Genius Loci. Locations remember things on a geological scale so remembering a few minutes for you now and again isn't exactly taxing. Your entire life is a mere blip in its existence. And through you it gets to see some of the rest of the world.
- Inherited memories. Occasional flashes, black-outs and finding yourself reading books in ancient greek, despite never having had the opportunity to learn it. It's freaking you out, but it's also pretty cool.

Cool ideas, I'll have to think about some of them presenting themselves in someone/something else.  The boy in the situation I'm working on isn't going to have access to memories from prior people/hosts.  I think.  I am considering having the boy haunted by (hosting?) a Mane by the name of Titus Annius who was a centurion in a Roman unit based in York, England.

-Cheers

49
DFRPG / Re: How would you model this?
« on: February 28, 2012, 04:45:03 AM »
Sounds like an aspect to me, maybe with a Linguist stunt or a Mental Library custom power attached.

There's a sidebar somewhere in YS that talks about personified powers. I guess it might be useful here.

I will  have to search for that sidebar.  So far, an Aspect does seem the best way to model this, at least until the entity would have/could have built up its own experiences sufficiently to have knowledge or lore to contribute.

The ability to 'borrow' a stunt like linguist or Medical knowledge is the sort of knowledge sharing I envision the entity would be capable of, once the entity has the chance to gain that knowledge itself.  That is sort of the crux of my dilemma though.

Use of an Aspect and Fate points would provide for the entity being able to perfectly recreate an event as observed from the boy's point of view, mentally projected into the boy's head.  Similarly, if the boy has read a book, the entity knows the contents of the book and can repeat that information back to the boy if/when asked to do so.  The eidetic memory belongs to the entity, not the boy (a subtle distinction, I know...) so therefore things which are repeated are done without any emotional attachment to the event.

Where I see the boy potentially 'borrowing' abilities from the entity would be once the entity has learned a particular language, the entity could translate for the boy.
(click to show/hide)

The key part of the entity being able to translate something would be that the entity would need to become fluent in something before it can translate, it's not a Universal Translator.

The other part of the modeling issue which hasn't really been touched on yet is how the entity should be modeled so that if/when the entity gets passed onto someone else, the things the entity recorded and learned while the boy was it's host can be relayed to its new host.  The biggest difference I would expect after going to a new host, would be that if the new host sees something it doesn't recognize (like a gruff) but the entity would have seen and learned what a gruff while in the boy, the new host could ask the entity what it was and the entity could identify it.

That later sort of interaction would suggest to me that the entity should have its own ranks for the knowledge based skills and/or trappings, which result in the entity having a higher skill rank in some things that its host.

Also, any suggestions on what the entity should be? 

An angel (fallen or otherwise) is out, since they should already have a significant body of information and the entity very specifically does not.  Yet.  The Archive portion of Ivey is sort of what I have in mind, but the boy would be like the very first host of the Archive.  Plus the entity doesn't automatically know whatever gets written down like the Archive/Ivey does.  Not to mention we don't really know much about the Archive itself.  A new or 'baby' Spirit of Intellect that is for some reason seeing refuge and a sanctum in the mortal world is possible, but I don't want the entity to just be another copy of Bob.  Another possibility which occurred to me is that the entity could be a soul, forced out of its body and needing refuge.

-Cheers

50
DFRPG / Re: How would you model this?
« on: February 27, 2012, 08:47:23 AM »
What I'm going for at least initially, is for the entity to be able to provide total recall for the boy.  The boy wouldn't have total recall, but the boy could ask the entity repeat something the boy had seen, heard, smelled, felt, etc and the entity could repeat it back to the boy perfectly. 

(click to show/hide)

Also (and this is where I'm having the most trouble...) I want the entity to be able to 'grow' as the entity experiences and learns this through the boy.  This could allow the entity to learn new languages as the boy hears things, even if the boy doesn't learn the language.  As part of that, the entity could translate things it understands for the boy.  The areas causing the most problems are how to determine the rate of growth in skill points for the entity, as well as whether these skill points should come from the skill points available to the boy or not, and similarly whether there should be a Refresh cost for the entity and if so, should that Refresh come from the boy or not.

Another way to think of the entity is that it's like an ancestral spirit, haunting a particular bloodline.  Where it's different is that the entity isn't capable of independent action, and the entity is brand new.

-Cheers

51
DFRPG / How would you model this?
« on: February 26, 2012, 10:12:12 PM »
One of the characters in the group (specifically a small boy) is going to become the host to an entity.  Think of something like Bob, but before accumulating centuries of experience and lore.  This entity would live within the boy, essentially the boy is its sanctum, and the entity could 'talk' to the boy, much like Lash would do with Harry.

The entity would experience the world through the boy's senses (again, like Lash does with Harry) and similarly be able to 'play back' what the boy saw/heard/smelled/read/etc back to the boy with perfect clarity.

Over time, the entity could accumulate sufficient lore and power to assist its host in things.  Eventually, the entity and all its accumulated knowledge would get passed on to another host.

What I'm trying to figure out is the best way to model this.

So far, I'm sort of leaning towards adapting the Companion rules from Spirit of the Century, but I'd be interested to hear the opinions of others first.

-Cheers

52
DFRPG / Re: Cashing In Focus Slots
« on: February 23, 2012, 05:11:09 AM »
Thematicly focus item's are a big deal in the Books and everyone not using some would be considered strange...

So far, only one player in my campaign has taken advantage of the house rule, and what they did was trade in one Thaumaturgy focus item slot to pick up an extra +1 specialization in Entropomancy: Control +1 while using the remaining Focus Item slot for a mojo bag foci providing Psychomancy: Control +1.  That is the Freelance Houngan who chose to do so.  The other members of the party (a Hedge Wizard, an Ectomancer, and an Apprentice) all have either kept their slots as focus items, or exchanged some of those slots for Enchanted Items or Potions Slots.

The major point of the house rule is to provide an option for a character who thematically would not use Focus or Enchanted Item/Potion slots very much, and not as a way for players to munchkin build their characters.

And I agree that most casters would likely have at least a couple of items which they would use.  However the novels and short stories have given several examples of practioners who don't have any apparent or at least obvious, focus, enchanted or potion items.

Cowl, Grevane, Corpsetaker and the spellcasting Denarians all come to mind as those who don't necessarily use such items.

The other important part about the house rule is that the specialization pyramid must still be followed, and I don't allow players to start out with a specialization bonus above +1, since the campaign's starting refresh is only Feet in the Water level.

-Cheers

53
DFRPG / Re: 'Till fate writes our ends
« on: February 22, 2012, 11:18:44 PM »
true. I may do that at some point, but I also have limited travelling capabilities cause our cars breaking down lol but whatever works xD

Not to be entirely snarky, about have you tried casting anything?  Breaking computers and cars shows like Mana Static or perhaps a wizard's (un?)natural hexing ability?

-Cheers

54
DFRPG / Re: Cashing In Focus Slots
« on: February 20, 2012, 10:06:56 PM »
An idea that struck me while browsing another thread...Refinement is either 2 focus slots, 2 specializations, or some combination thereof, indicating that, cost-wise, they're equivalent. Each of the spellcraft powers offers you 2 focus slots. What's everyone's thoughts on cashing those initial 'free' focus slots for extra specializations instead?

That is actually a house rule I have in my campaign, as thematically, some characters aren't interested in having focus or enchanted items.  I still require players to keep to the normal stacking rules though.

-Cheers

55
DFRPG / Re: A Ward Question
« on: February 09, 2012, 08:19:00 PM »
Except possibly for the part stating "It must all be cast as one spell."  That seems to disallow multiple wards tied to the same threshold.  It may allow warding an interior room or circle in addition to a house ward.

Actually in the Warrior, Harry has a gun safe which seems to bear some sort of Ward on it as well, which does indeed suggest a Ward-within-a-Ward is possible

 
Which book is this in?  Not ringing a bell at the moment.

In Turn Coat, Harry had a storage facility with a Faraday cage to provide something resembling a weak Threshold.

I think I'd allow the circle but only one per structure/threshold otherwise.

The "LEGO" approach to Wards might be best replicated with a series of individually weak overall Wards which are stronger acting in concert

-Cheers

56
DFRPG / Re: A Ward Question
« on: February 09, 2012, 03:54:11 AM »
As written, it looks like you want a block against damage and a block against movement.  They'll need to be set up as separate landmines even if overlapping.  Regarding landmine zone locations, they need to be inside the ward.  By default that means inside the walls of your house.

It might depend on the nature of the Block.  For example, a wall of Force (Spirit evocation Block) would prevent matter from passing through it, whether that matter was people or bullets, but it wouldn't due much for energy like well, heat.

Incidentally, Harry had as part of his Ward at one point an activated barrier that would prevent things from entering into or out of his Ward, and I believe it actually covered the entire boarding house and once activated had a duration until sunrise.

-Cheers

57
DFRPG / Re: A Ward Question
« on: February 09, 2012, 03:34:38 AM »
OK, I was just picturing having and giving a key type item to my friends(aka other PC's) like Harry does for his friends, which brings up a question - does each 'key' cost 2 shifts?  If so that could get expensive quick, so I would probably use a trigger then.

The RAW gives an example on YS277 of a simple condition which adds +2 to the Complexity, but would allow someone to pass through a Ward unaffected as long as they are wearing one of five amulets...  That suggests that something like multiple 'keys' could be setup for only +2, instead of +2 per 'key'.  From a storytelling angle, it would make sense that the 5 'keys' would need to be identical.  Something else to consider when creating 'keys' is whether or not the 'key' will work for anyone holding/wearing/whatever it...  If the keys will work for anyone, then I would say multiple ones could be created for only +2 Complexity.  If the keys will only work for specific people, then I would likely require +2 Complexity per person, and then an additional +2 Complexity if those people need to have a specific 'key' with them to enter.

-Cheers

58
DFRPG / Re: A Ward Question
« on: February 08, 2012, 12:49:43 AM »
I come close to Todjaeger's method except I don't really use set time frames for preparation.  The time is "what makes sense for the action".  So drawing a circle is a few minutes while running to a curio shop across town and buying Egyptian incense may take an hour...or no time at all if done as a declaration (i.e. you did it the day before). Drawing a complex series of runes takes a few minutes, ritual purification may take a few hours, and fasting may take a day or two.  When they are done as maneuvers rather than declarations, I do use the time chart and PCs can make an action quicker by making it more difficult.

The time frame I use for preparation is really more to gauge how much time the other players have to do, while the caster is off getting ready to cast something, or being wizardly.  The other reason for using it as a general gauge is that the bad guys also have a chance to prepare things as well, or take actions, potentially interrupting the casting mid-ritual.  The last reason I have for using it as a general gauge is that in my opinion, a caster can really only spend so much time actually casting a spell before they start becoming fatigued enough where they might fail.  What that ends up doing it setting an upper limit to have many shifts of Complexity a caster can handle without needing to roll, and without the risk of catastrophic failure.  From my perspective, something like 8 - 12 hours of casting without interruption would be a 'normal' upper limit for a caster to manage in a single day, with about 4 Exchanges of casting per hour (roughly...)  Again, these are the rules I generally follow for 'off camera' casting.

Now depending on the nature of the spell being cast, and just what some of the desired preparations are, I might well require more or less time to gather materials, etc.  It is also likely worth noting here that Harry mentions in the short story Last Call that much of the materials required for black magic and the like can be purchased at a local grocery store...  Now, for items that are 'special' which are desired for the spell, like a vial of WCV blood, or venom from a Red Court vampire, those I might require the player(s) to get in-game, with the time spent in-game counting towards the prep time.

The basic idea premise I follow is that Thaumaturgy is there to make the game interesting, and allow players to do things they otherwise wouldn't be capable of.  I just don't want it to end up bogging the game.

If they are taking the time to ensure success and have no time restraint then they have no need to roll (or gather energy at any rate, etc) at all.

Quite true, that is why if a character has at least Good in the relevant skills, they can't screw up if they take their time which is why I don't require their characters to roll.  It they're taking their time that is...

-Cheers

59
DFRPG / Re: A Ward Question
« on: February 07, 2012, 10:46:24 PM »
Maybe I'm missing something, but I'm pretty sure that, once you have the preparations done, you get a roll per exchange to call up and control the power of the spell (at least when time is an issue). This is why Harry can repeatedly quick cast his light weight tracking spell. Things get into the 15 minute range per roll range when some of your preparations are activities taken during the ritual rather than acquisitions made before you even start it. That said, I'd expect most spells to be designed with activities during the spell in mind just so they can reach the necessary complexity without huge amounts of even more time consuming (but also more durable) preparations.

No you have it right, when casting a Thaumaturgy spell you get a roll per Exchange to call up the power and a roll to control that power.  The thing to keep in mind is that an Exchange doesn't automatically correspond to a set period of time.  A combat Exchange for instance might only last a few seconds.  From the novels, a Thaumaturgy spell cast in a hurry should still take about a minute.

The guidelines I use for an Exchange when one of my players is using Thaumaturgy is that if they are taking their time to ensure a successful casting, then each Exchange lasts about 15 minutes and they can automatically succeed in calling up Conviction -2 shifts of power and controlling Discipline -2 shifts of power each exchange, with the player deciding how much power they called up and controlled in a given exchange.  That is usually the lesser of the two.

If the player opts to cast a Thamaturgy or Ritual spell faster, then I would shorten the time of an Exchange down to about a minute per Exchange, but require the player to decide how much power they are attempting to call up and control each Exchange, and requiring the player to roll for success or failure...

-Cheers

60
DFRPG / Re: A Ward Question
« on: February 07, 2012, 09:11:13 PM »
How many exchanges pe roll if trying to cast In combat?

I admit, I like Devonapple's reply to this.

For a more serious reply though, I need to make sure I understand the question.  Are you asking, "how many combat exchanges occur during/between Thaumaturgy rolls?"

If that is indeed the question, it's never really come up in one of my games.  Yet.  Of course now that I've made that comment, it will most likely occur this Saturday in the next session...

Speaking broadly, I don't make my casters roll for to succeed at their Thaumaturgy or Ectomancy spell (currently no Channelers or Evocators in the group...) rolls, as long as they can take their time and they have at least Good (+3) in all the relevant skills. 

In the case of the character Eric Holt, I allowed the character to call up and successfully control 1 shift of power every exchange/15 minutes without rolling, since Conviction and Discipline were both Good (+3) and the player wasn't interested in rushing the Ward, as it was mostly being done 'off camera'.  The guideline I was following was skill level -2 = # of shifts safely managed automatically when able to take time.

Incidentally, I'm planning on taking a crack at Harry's Ward as of Dead Beat in the near future and would appreciate any commentary once I post it.

-Cheers

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